The Problem With Bosses In Genshin Impact



~SPONSOR~ Experience the 3D Real-Time Combat RPG Higan: Eruthyll – https://eruthyll.onelink.me/XMtF/sgmldxnz and use the code: VARSHE46 (expires on May 31st, 08:59 PDT) to start your adventure today! By downloading now you’ll get the powerful SSR character: Media!

Genshin Impact’s world is rich with bosses with varying designs and mechanics, yet lately it feels like the bosses lack the satisfaction and depth you would experience from other RPGs. Today I wanted to go over some problems with bosses in Genshin Impact.

Genshin impact Discussion Playlist: https://bit.ly/3DjwsUR

Check out my Main channel! https://bit.ly/3DQbIoJ
Check out my Smash Bros channel! https://bit.ly/3rlFD3Z

Support me on Patreon! https://bit.ly/3iy5pvu
Donate to the channel! https://bit.ly/36TpIQP

~Editor (Mindlesslight)~
Twitter: https://twitter.com/MindlessLight_
YouTube: https://www.youtube.com/c/MindlessLight
Instagram: https://www.instagram.com/mindlesslight_/

~Contact Links~
Discord: https://bit.ly/33M2iev
Twitter: https://bit.ly/3kv7CZU
Twitch: https://bit.ly/2XNes31
Candle.gg: https://bit.ly/3ndfU9r
Email: [email protected] (Business inquiries only)

Graphics provided by: https://twitter.com/TofuGraphics

#GenshinImpact #Boss

source

44 thoughts on “The Problem With Bosses In Genshin Impact”

  1. Having leveled Alhaitham up to 90 nearly day 1, and now leveling up Mika…yeah, I hate that stupid Anemo boss. I liked it initially, thought it was a cool design idea and I love that it's present throughout the area. But the actual fight? You have to wait over and over, it makes any AoEs you put down pretty pointless, you have to keep sprinting across the battlefield to get a few small hits in… I need to fight them 3-4 more times to get Mika's next level, and I'm just putting it off so hard.

    Reply
  2. My thoughts are that I unfortunately disagree with most of what you said. I've played MMORPG'S. I've played FF14 for like 8 years and I've gotten to the point where I'm tired of THAT have because I have to grind so much for gear or weapons. I don't like having to run a dungeon 100 times for a SHOT at getting a rare mount. Bosses being challenging was fun for certain, but l enjoy the thrill of absolutely rolling a boss too. And that's what l like about Genshin. This IS a casual game. I am building my characters precisely so I can steamroll other bosses and content. I'm AR 60 and have every character except for Eula and Aloy and I absolutely do not want them to make it harder. I personally barely play abyss even though I can likely 36 star it. I have a few times,but I hate the DPS checks. In fact my biggest problem with bosses has to do with the iframes as you mentioned. The fact I can't kill them faster is the most annoying part. Same issue in FF14 tbh. I absolutely do agree that there should be more incentive though. But l like the casual aspect of this game and have no desire to see that intensified in the long run. It would be fun at first, but having to constantly replay a difficult boss when farming would kill my motivation so quickly. I'm tired of it.

    Reply
  3. Weekly boss 5* weapons is a great idea, make it so they can be crafted requiring a fully upgraded regional weapons.
    With weapon skills reflecting the respective boss mats they need.

    Reply
  4. I am a casual player and i love that the difficulty is low xd but I understand that its not sustainable and i can just get zhongli on his next rerun and opt into easy mode

    Reply
  5. If they added a 1% drop chance for boss pets or something like an Azdaha pet or a chibi Scara pet id be fighting a lot more bosses. Imagine putting them in the teapot or like pet battles or something, now casual players have a thing too, everyone happy.

    Reply
  6. <<Challenge is what makes a game fun.>>
    This is where, in my opinion, you go wrong, thinking that most Genshin players share this thought. What I read on the Mihoyo forum, however, seems very different to me.
    For example me. I don't want any challenge. I just want to play an hour a day, in the evening, with my brain off, after the kids have gone to sleep, with a game that has nice graphics, zero challenge, and, on the weekend, have fun doing a dozen pulls with my daughter.
    I love Genshin because there is no pvp and pve is stupidly easy (now, after 2 years and with almost every 5* at lvl 90). And, if it were up to me, for bosses and domains I would also introduce the "auto" or "skip" mode.

    Reply
  7. I play Genshin Impact for exploration and curiosity and I play Honkai Impact for more technical combat and story.
    Part of why I think they make great companion experiences for being able to scratch more itches and helps reduce the burnout burden on both.

    Reply
  8. They could add a 3rd type of banner where you can obtain a standar character or weapon of your choice if lucky or in a similar way like with the weapons banner, usually we wait not only for the 5star character/weapon but for the 4stars as well, this new banner would be accessible by a rare or limited guaranteed drop from the bosses, they even could make it on a higher difficulty than normal making it an alternative way to have that full refined favonius weapon or a fully ascended lisa/kaeya, this would give the hard players a motivation not only to do the bosses but to make their team stronger as well (making them go to the limited time banners for stronger or convenient 5-4 stars character weapons)

    Reply
  9. I'm never going to forgive mihoyo for making Scaraboss so easy. You expect the difficulty of the world bosses to increase during your gameplay, yet Scaramech is as easy as Stormterror, heck, Stormterror actually targets the player with its attacks while Scaramech just does random shit and you can literally stand the whole second phase in one place and the fight will end by itself (there's a video of a person killing this boss while doing nothing, it's absolutely ridiculous). Yeah, the attacks and animations look cool and the first few times feel like fighting for your life, but once you know what to do, it's honestly laughable. The green pokemon thing does everything, if you stun the boss, you get all your bursts ready (why????), his shield doesn't come back, and Raiden has 2x more health than Scaramech, all on the highest difficulty possible. They did him dirty.

    Reply
  10. I feel like this video didn't really tackle the biggest issues with bosses because it focused just on the reward aspect. Yes, there's no incentive to kill bosses unless you're farming something, but that's just how gacha works. The biggest issues are how many have obnoxious invincibility periods and how much worse that becomes in the Abyss, which is a time-gated DPS check.

    Farming Thunder Manifestation with Ganyu was great because it was just dodging attacks and finding openings to shoot. The more openings you can use, the faster the fight goes, rewarding skill. That should be the standard design for Genshin bosses IMO.

    Reply
  11. Boss like "weynut?" is not hard. IT IS ANNOYING!!
    And new characters requires us to defeat new bosses… I see what they want to do but… It's a pain to farm them… Not to mention the resin

    Reply
  12. I just want them to add permanent artificially made waypoints, the current one lasts 7 days only, should be permanent tbh. I know its not a big deal but c'mon man they should've put waypoints near the geovishap and pyro regisvine.

    edit: I've seen this a couple of times, recommended by other players but, maybe adding primogems to boss rewards would also be good, 20 – 40 primos doesn't sound bad and as for weekly bosses, just like the current rewards, the amount of primogems given would be based on the lvl of the weekly boss you're fighting, 160 or 320 primos for the highest lvl of weekly boss sounds good to me. I get that they're getting a ton of money from rich players especially streamers but, f2p players are different— not saying they're weak, thanks to the f2p players that helped me when I was still starting out that I was actually able to rich ar30 without problems, I've seen so many f2p players that are far stronger than some whales because they really understand how the game works. For example, even though I have these "op" weapons I still use 3 star weapons like the harbinger of dawn or dragon tales catalyst. When you understand the game enough you defo go into detail. I've been there, way before I started whaling, grinding primos can get tedious without events and mail rewards. Also iirc content creators or smth get so much primogems, almost 1000+ are given to them in their mails(idk how this works, I just saw it). This is what I think atleast, feel free to give opinions 😀

    Reply
  13. People complaining about how easy it is to steamroll bosses asume that anyone can do it or would do it i can bosses easly but i can't one shot them as much as i try the quickest i've beaten a boss is 10 seconds but it's not something i can consistetly pull off in other words you guys are the wierd ones and dare i say part of the problem

    Reply
  14. Abyss is an actual challenge regardless of what people say (for f2p!), I've been playing for a long time and it's always a comfy fit of difficult but not frustrating (except ruin serpent and wenut)

    The problem isn't that there isn't more abyss, but that there is no challenge outside of floor 12 abyss. Like seriously there is nothing even CLOSE to floor 12 anywhere else in the game, they could add literally like 5 more world levels
    Maybe they make enemies actually give xp in the higher levels and make them drop a ton of mora, maybe 5 star region based artifacts as rare drops instead of 4 star artifacts. Artifact xp even

    Like literally anything more for over world
    Bosses could maybe give 5 star artifacts with a themed 1pc set bonus which would be awesome, nothing too broken just some survivability or small situational DMG buff

    I think adding a ton more world levels and making all these changes would honestly fix most of the issues without even having to change too much. Like all of the systems to do this are already in place aside from the boss specific 1pc artifact sets. It would be so easy
    And making the world levels go into the stratosphere would make it so even giga whales can still have fun by fighting lvl 200 hilichurls, and getting increased rewards with easier character level ups and all the mora they might need (also it would be neat to mess around as an f2p and have long overworld fights again)

    The worst part about this whole thing is people acting like it's gonna ruin the game if they add more difficulty options (they can add easier modes too!!)
    Hate the whole casual versus competitive split in every game, in Genshin it's the worst I've ever seen though. Like people straight up denying that the game should be any form of challenging, and denying that new permanent content should exist. Actual bozos, rest in piss won't be missed

    Reply
  15. This is….a weird critique. You compare genshin bosses with single player game bosses but…that is how the bosses work? In your same example, why would you do annas paralogue again after you get anna?
    Comparing with MMOs is also silly bc…genshin simply isnt an MMO. They dont want to be a crazy grindfest – they want bosses to be a 1 weekish grind.
    The place where bosses dont die in one hit is the Abyss. Abyss isnt perfect, but reworking bosses instead of reworking abyss isnt the solution.

    Reply
  16. First off, it’s a gacha game, so it’s no wonder why it has such a large focus on character and weapon banner.

    Second, it’s a game developed in China in which its culture is composed younger players who wants a stressfree experience and a restricted playtime. Which is completely different compared to those in the west.

    I guess that “excessive anxiety” statement was for their own personal matter rather than the rest of the world.

    Reply
  17. Didn't you know, when the Genshin Devs already stated there is NO ENDGAME. That means they are just going to make all contents somehow are just accessible even to the trashiest player there is because all they care is profit and it's usually the casual playerbases that pays the most, not the hardcore.

    Reply
  18. Can we make a new world level, like "World Lvl X" or something, where the average hilichurl is lvl 100 and Bosses are lvl 120/125 in exchange for decreased resin cost on bosses and ley lines, just giving some bosses less invincibility, faster Attacks and a huge health bar would make things significantly more enjoyable to fight

    Reply
  19. The problem is, they lose way too fast their purpose of existance, because MHY still hasnt done anything AT ALL in soon 3 YEARS to expand the game mechanics fundamentally, to keep players busy. The most important thing of ongoing rpgs is CHARACTER PROGRESSION. The moment the game content of progression keeps on stagnating for way too long, that the game gets boring, you've lost and a big problem.

    You need to do a Boss only like what? 20-25 times and you're forever done with it, because it gives you nothing anymore that you need.
    Artefacts? Rofl, you get lesser from them for twice the resin cost than from domains
    Ascension Gems? its just smarter to kill bosses you still need to farm n convert gems with alchemy to what you need.

    There is fucking still nothing in the game you can do with a surplus of Ascension Materials, other than pre farming in hope of it MHY raises somewhen finally the Level Caps to have not to farm later as much anymore to bring character from 90 > 100 > 110 > 120, with that people would have again a reason to farm them a while.
    But thats only a temporary solution.

    Bosses need rewards that you want and need always!!
    Thats the only real solution.
    They should reward players with straight Artefact Exp Bottles instead of the few trash drops, which in sum should be higher than what you get out of two artefact domain runs with 40 resin spent, that way are bosses a fair alternative over doing domain farm, if everything you care for is just Artefact XP, not the Artefacts in themselves, in oder to max out quicker Artefacts.

    Reply
  20. As I see it, the bosses do exactly what they were made for, exchange one type of resources for another – and they do it in most Genshin way possible -> by giving illusion of challenge

    saying that there is no reason to fight bosses after you've ascended given characters is like saying that hair gel is useless after you've gone bald…I mean, yeah, you can find other uses, by why are you creating an issue where there is none?

    but if you REALLY want to "fix" bosses, you can just make crafting system that would use up boss drops, though that opens whole new can of worms – if the new weapons aren't good enough nobody would bother and if they are too good, nobody would pull on weapons… so ideally add/expand crafting system + allow upgrading weapons that you get from wishing… allowing for example upgrading sacrificial weapons to 5 star and existing 5stars to personal weapons, usable by only 1 character in exchange for better stats

    Reply
  21. One of the biggest problems is the artifact system gacha system and boss systems all effect each other negatively so trying to fix the difficulty requires fixing the horrendous gacha and the time sink that are artifacts and I don't think hoyo will ever try and make the game more playable since it's to much effort and there still making billions

    Reply
  22. What Bosses need is also Longterm Rewards, stuff like:
    Defeat Dvalin 100x = unlocks Mini-Dvalin Pet
    Defeat 250x = unlocks Dvalin-Statue for Housing
    Defeat 500x = Earn Dvalin Card for GInvo
    Defeat 1000x = Earn one Dvalin Weapon of Choice
    Defeat 2500x = Earn Dvalin Style MC Heroic Skin and Glider Skin
    Defeat 5000x = Unlock Recipes for some Special Food/Potion Buff Consumables
    Defeat 7500x = Transforms Anemo Compass into Magical Anemo Compass that respawns every 3 Weeks 50 Common Chests in Mondstadt, so 200 Primos more per Patch if you find all 100 Respawn Chests in time
    Defeat 10000x = Unlocks Special Reputation Boni = 15% Mora Discount on NPC, Movement/Gliding/Climbing/Swimming/Attack Speed in Mondstadt + 25%

    Things like this might sound insane on first look, but it are longterm rewards like THIS that motivate players to do something very oftenly over the course of time, cause it makes players proud, if they can say latr they have done this n that to actually EARN some cool rewards for that achievement with that MHY cherishes and kinda respects our time we spent with their game.

    Nothing is more frustrating, than feeling you totally wasted your time with something, because the developer doesnt care to add some proper rewards into the game that fit to your done efforts ingame to earn them.

    Reply
  23. 0:44 Thats why bosses are usually Tests for what you
    ve learned before, the reason they're like this is so it can be challenging via getting you to pay attention but it's also fair because they game should make sure to give you the ability to learn these things on your own before.

    Fair because you know what to do
    Challenging because you now have to do it well.

    Some diverge from this which is fine but it can make a boss feel bullshitty if the new thing it adds is too new to where you're now learning in the boss fight, basically it won not by outsmarting you just by out Beating you, Not fair.

    For Genshin Impact I'd say the bosses do a good job somwhat challenging you on your Switching Weapons mechanic, but not much on your elemental uses. Just kinda have that be on the backroud.
    Whats way more of an issue is how your forced to fight them over and over agains past where they would've been welcomed making their fights annoying since they never really change at all to spice things up.

    Reply
  24. 0:10 All of those things shouldn't even be in the way in the first place.
    Day Job? who cares you should be able to enjoy the game no matter how much time you can spend on it.
    RNG? should be more so a SPice thing that makes the game different enough to be replayable BUT fair enough for you to be able to adapt and react to the changes.
    Primo Ge,- Burn it, everysingle one they are the Coins of the Devil tempting you into addiction.(Basically Lower the Value of Slot machienes, characters should be obtained via the story not some fucking Ball.)

    Reply
  25. 2:18 Personally what turns me off from it is, Aside from it being a "Got you" game, The character designs are so stale and generic if you told me they were from Genshin impact I would 100% belive you.
    Gameplay Looks cool though, with Rpg and card Management. It's just the Athetics and Character designs not really being Risky or trying anything different. Just exactly what I expect:
    Same characters wearing different outfits not able to express that much about themselves through gameplay just being there for Thristy victims to be sucked into, Making a Game is A Marathon I definitly feel that in my mind wanting to make a Genshin Impact fangame that takes away all that fuckin sucks about Genshin Impact like the storytelling, Character design, and some Gameplay.
    And keep what worked like some of the athetics, enviorments, Lore in some areas and Music

    Reply
  26. I'd personally enjoy more difficult content, but I need to argue against your "optional more difficult bosses with more rewards" philosophy. It's well documented that players don't consider that optional. Instead you've just made the new difficulty the default and people will complain it became too hard. Optional difficulty can really only exist when the rewards are either a) one time and/or b) negligible.

    Reply
  27. I think having a team of four also makes bosses really easy/boring in like elden ring youre committed to a single build/character i think if we walked around with our one single favorite character and fought bosses it would add more of a survival to the fight bc dodging actually matters

    Reply
  28. 6:04 Numbers going up isn't "challenging thats tedious, ontop of that this system usually sucks as it kinda either goes overboard or makes things too easy, Etither way the "skill" part of Genshin isn't really explored enough to be used.

    Reply
  29. 9:12 I guess Athour intention(though making a Slot machiene game makes hate the author for what they did) is important to understand when it comes to what was trying to convay, THe issue comes if it was successful with making it FUn and from what I've gotten from most no it's not, in little areas it has something it does nothing with.

    Reply
  30. 13:06 Though they tend to blend in their character designs or are given little to no devolpment.(Has the game ever told you anything, ANYTHING at all aside from the very beggining about Athier and Lumine? Anything that wasn't filled in by the community? This is why noone cares about the main story, because we never once see how Lumine/Aither is doing being improsined or what the Antoganist is planning.)
    Or just don't do much since they came out of slot machiene. (this is Fucking issue with relying on obtaining these characters Randomnly, it fucks with the immersion as you shouldn't know these people yet, and it's not like the game gives any reason why the Wishing star even exists. most of it is just to take money out of Bank accounts, the things that can't exactly do that is artisty and Music but thats it, they monitize everyting into the character design, Gameplay at the cost of what made them work. This hatred is killing me)

    Reply
  31. 14:32 Lack of thought care or really anything not doing with the Money, genshin feels less like a Videogame and more like a Deschelved semi put together product people FOR SOME REASON still pay for.

    I guess I'll see if I can get myself to makes something with it's I will agree, pretty Fun Battle system(to a degree) making something that treats consumers like people who need something to enjoy for a time then Leave. Instead of Enemies that have Loot for the Company to collect, Mihoyu's EXECUTIVES definitly feel entitled to your money.

    Reply

Leave a Comment